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README.md

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@@ -40,19 +40,41 @@ CCAutoVCD assumes that you have a specific filestructure, and it's been designed
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### Template file syntax
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Template files hold multiple definitions of dialogue scene/soundscript/subtitle. An example of such is:
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Template files hold multiple definitions of dialogue scene/soundscript/subtitle. There is no strict saying in what definitions should be in which file, however, because template files are a representative of soundscript files, it's best to guide yourself by what you want in what soundscript file. An example of such definition is:
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```c
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"my.sound.name"
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{
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"actor" "elie" // REQUIRED! This is used inside the script, you should place a generic_actor named @elie in the map
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"cc_actor" "Elie Simons" //OPTIONAL: If not specified no actor name will be added to the subtitle. | This will get added to the closed captions, **Elie Simons**: cc_line
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"cc" "Hey there my name is elie!" // OPTIONAL: If not specified, subtitles will get auto-generated by speech recognition software (openai-whisper).
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"cc_color" "255, 255, 255" // OPTIONAL: Defaults to none (white) | Color of the subtitles
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"cc_color" "255,255,255" // OPTIONAL: Defaults to none (white) | Color of the subtitles
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"map" "sp_a5_mymap" // OPTIONAL: Sound spatialization, if not specified the sound will be global. | Map this line appears in
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"speaker" "@speaker_elie" // OPTIONAL: Sound spatialization, if not specified the sound will be global. | Sound will come from every entity with this name in sp_a5_mymap
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"wave" "vo/elie/elie_intro.flac" // REQUIRED! The sound file of the line
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}
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```
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Let's go over it line by line:
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#### "my.sound.name"
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#### "my.sound.name"
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**REQUIRED** | This is the name of the soundscript that corresponds to this dialogue line. It is also the name of the scene file, however as mentioned above please note that periods will get replaced by underscores, so in this case the actual scene file will be: `my_sound_name.vcd`.
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#### "actor" "elie"
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**REQUIRED** | This specifies which actor this line belongs to (`<actor_name>` mentioned above). In game the actor entity should be named `@<actor_name>`, in this example `@elie`.
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#### "cc_actor" "Elie Simons"
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**OPTIONAL** | This is a convenience feature. If specified, this will get inserted at the start of the subtitle, in bold text. In this example you can imagine the line as: "**Elie Simons**: Hey there my name is elie!". If not specified there will be no actor at the start of the line: "Hey there my name is elie!".
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#### "cc" "..."
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**OPTIONAL** | The actual subtitle that will be shown when this scene plays. Experimentally, if this is not specified CCAutoVCD will try to recognize what is said in the specified sound file, and transcribe the message. It does so using `OpenAI whisper's "small" model`. It is not recommended though, as often the processing done on the line or other things can confuse the transcriber. It can be useful for when the lines are changing often due to rapid development and such. If OpenAI whisper fails to load this will be replaced with a placeholder.
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#### "cc_color" "255,255,255"
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**OPTIONAL** | The color of the whole line. If not specified defaults to white.
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#### "map" "sp_a5_mymap"
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**OPTIONAL** | Used in combination with the `"speaker"` key. CCAutoVCD will automatically load the **compiled** map if this is specified and look for the speakers.
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#### "speaker" "@speaker_elie"
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**OPTIONAL** | Used in combination with `"map"` key. When a map is specified and this is set to a targetname of a valid entity in a compiled map, CCAutoVCD will automatically spatialize the sound to come out of the entities with this targetname. Maximum count of such entities is 7.
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#### "wave" "vo/elie/elie_intro.flac"
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**REQUIRED** | This is the actual sound file of this line. This file's duration is then used to determine how long the scene lasts and how long the subtitles show in game. This file will only be searched for in the `<game>` directory, it won't be searched for in any other mounted content!

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